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We have a few users looking for help early game start. I am keeping all my opportunities alliance only this server. Since we have a 1000 player alliance, we will tap loyalty for Boomtown. That way PGL circulates among alliance members.
Now, onto some details.
Intro: Why make these plans public?
Boomtown is a big world with a short lifespan.
In Yukon between my partner (Queen Artemis) and myself (Crypticgamer) we have worked a few good lots, but playing a monopoly might be a troubling strategy because of the world time limits.
We advise everyone to plan exactly what they can and want to play for the world, and to keep the world timer in mind.
Below are some of the aspects of the world that everyone can keep in mind.
Priority #1: Rail Construction
The rail needs some attention.
Prospectors Admin has confirmed that we can import into boomtown after stage 1 completes, and only from Prospectors Wild West.
This implies that we will start feeding Boomtown fairly early. Completing the rail will not be an issue. As importing early will flood the world with much needed resources to speed up the overall world production (and the railway). Which I estimate will complete in 4 – 6 weeks from world start.
Rail requires the following:
Now, if Intel is correct that means we need to produce all rail materials inside Boom Town.
Rail Material Breakdown
This is a breakdown of all raw materials needed for boomtown:
Step 1: Platform
5000 KG Stone
2000 KG Clay
4000 Clay Bricks (12000 KG Clay + 4000 KG Coal)
1000 Girders (25000 KG wood)
1500 Clay Tiles (4500 KG Clay + 1500 KG Coal)
Construction requires 400 000 Minutes of work (Axe and Saw)
Step 1 has no troubles and should complete in around 5-7 days.
Step 2 is where the railway battle lies.
Step 2: Railway
3000 Rail Ties (450000 KG Wood)
12000 Tie Cotters (Metallurgist Only 24000 Mins) (12000 KG Ore + 6000 KG Clay + 6000 KG Coal)
1200 Iron Rails (Metallurgist Only 360 000 Mins) (150 000 KG Ore + 75 000 KG Clay + 75 000 KG Coal)
650 000 Stone Rubble (Masonist Only 1 300 000 Mins) (975 000 KG Stone)
** The stone requirement is a hard one to pass because its 1 300 000 Minutes of Masonist ONLY work.
Each Stone Workshop will make roughly 5000 pieces of Rubble per day providing they have 8 Masonists running full time along with 10 000 KG stone per day to function.
This means 10 stone shops will make around 50 000 pieces of rubble per day, Which will be able to make the 650 000 pieces of Rubble in 13 days.
In boomtown this could slower, or even faster.
Construction requires 1 300 000 Minutes of work (Sledgehammer and Shovel)
One advantage is at this stage we will be able to import tools from other worlds.
Lifting some pressure from Boomtown. It will be wise to be somewhat prepared for this stage.
Step 3 is nothing to be concerned about, Stage 2 is the main challenge.
Step 3: Train
50 Steel Plates (Metallurgist Only 10 000 Mins) (5000 KG Ore + 2500 KG Clay + 2500 KG Coal)
3000 Nails (60 KG Ore + 30 KG Coal)
400 Girders (10 000 KG Wood)
1000 Steel Plates (2000 KG Ore + 1000 KG Coal + 1000 KG Clay)
1000 Wood Planks (8000 KG wood)
Construction requires 400 000 Minutes of work (Sledgehammer and Saw)
Rail Initiative:
This is just a small initiative:
Shortly after Boomtown starts I will give my referral link out.
All referral commissions spent will be allocated as follows:
5% will be returned to the players
5% will go towards work that advances the rail
With this fund I might always have some Decent job rates up (Alliance only) for the rail and it should hopefully help us push that rail a bit more.
Some of the rail requirements could be a bit pricey. So tapping into the referral system could help relieve some pressure (especially looking at the iron requirements).
I also want to return some of the funds back to the player. Just something to consider.
Boomtown Economy:
Boomtown has 2 approaches:
A) We can play each other, or
B) We can play the world
This looks different on both sides.
Playing each other means we play the markets, hash at each other and try and earn as much as possible. The reason I am NOT going to do this is because we have a world full of Gold and other Resources and honestly I feel THAT is where we should draw our profits from.
Playing the world means we keep all prices (both labor and resources / tools / materials) as low as possible to try and draw as much out of the world as possible.
This means at times we will try and “Crash” the economy. To drop the prices throughout the world so that the production through the world can pick up.
This Crashing the Economy is not to mess up the Nomads,
But rather to tick down everything in the world so that we do not have over inflation killing the world.
So that it becomes profitable to Work Gold and Resource mines.
The money that the labor pool loses this way should be made up for in other avenues. Like mining Gold, building rail and preparing inventory to export off world.
Resource Based Economy
Since Boomtown is temporary and PGL investment is a risk,
The second thing we will push hard is a Resource based economy.
Maybe you have wood and another has stone, trading could be a simple way to satisfy both your needs. On my side for example I will be trading tools for other world resources I need.
One Example is: I have a lot of tools, and you have Stone, I will be willing to trade you tools for stone directly, and we can cut out the marketplace completely saving trade fees by dealing directly.
We will have our Telegram and Discord groups set up for trades like these. We do however want to lower the risk we all have, by only playing the resources we need.
So we want to use light high value items like steel and tools to generate a secondary economy for boomtown. This will likely be more applicable to lot owners than Nomads. But we do want to maximize the world production for the sake of Gold.
Still all about the Gold
Having the Gold Mines run early is very important.
I estimate each mine can draw around 12 000 PGL in 2 months.
Now I will go out of my way to help people get those mines built. And I will do this as early as possible. If the Gold Mines don’t go up we fail by default.
Mines in Boomtown is however NOT a thing for Whales. You want to be 1 or two nomads sharing and you can each make 2 – 3 Million Gold. Which for a Nomad is great.
Running 10 Gold mines however will probably lead to you burning your fingers. If we drop the economy low enough this could be a viable option. I wish to achieve this, But I doubt this will be possible in the first month.
This is also why I feel we need to look at resource based economies with “Profit Share”
So that we can again draw our income from the world and not each other.
The Evacuation
Boomtown has a time limit, And the rail has Caps, so we need to try and play smart with what we export.
The best guidelines are:
Work on high value low weight items.
The best example is Tools.
1 Pickaxe is worth say 2000 Gold. It weighs 5KG,
Now lets say you can make 1000 of them,
You can export in theory 2 Million Gold worth of assets for 5000 KG, Assuming we do 4 of those per day (Theory) we have a 8 Million Gold per day pull towards Yukon and EOS.
Keep in mind however, Whatever items you choose could deflate substantially due to supply and demand, So doing different tools, steel blocks and plates are also encouraged.
Things to avoid are low value per weight assets like Wood. 5000 KG of wood is worth around 100 000 Gold (Not even counting the transport cost) so transporting that will be a fairly large loss to anyone willing to do so.
To Conclude
My plan is simple, To play the world.
I, along with some of my top in game friends and partners from King of Games have a large amount of PGL ready for Boomtown,
Not because we want to whale, but because we are big players.
If anyone wants to be in a group thats fairly active and serious about making boomtown work.
Join King of Games’ Alliance Groups:
Telegram: https://t.me/kingofgamesyukon
Discord (New): https://discord.gg/dMUPQTm